Results 71 to 80 of about 2,159 (183)
Hyper-Ludicity, Contra-Ludicity, and the Digital Game
This article identifies and interrogates a primary design principle that exists across digital game genres and formats, articulated as ludicity. The article uses specific examples across videogame genres to communicate a spectrum of ludicity with two ...
Steven Conway
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RESUMO O treinamento com exergames (EXG) tem sido utilizado como técnica para prevenção em saúde, embora pouco se saiba sobre sua influência na resistência da musculatura da região lombopélvica.
Jéssica Zampier Natal +5 more
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Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts
Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects.
Stefano Gualeni
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Videogame interventions and spatial ability interactions
Numerous research studies have been conducted on the use of videogames as tools to improve one’s cognitive abilities. While meta-analyses and qualitative reviews have provided evidence that some aspects of cognition such as spatial imagery are modified ...
Thomas S. Redick, Sean B. Webster
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Design and implementation of a mathematical videogame
This paper presents videogames as a very useful tool in high studies with respect to mathematical matters. It describes the implementation of a videogame developed by its authors which makes it possible for students to reinforce mathematical concepts in a motivating environment. With this work we intend to contribute to the process of engaging a bigger
López González, M. Dolores +3 more
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Created as part of a project of the Mauritian Order Foundation supported by the Piedmont Region, Ghost 'n Found is a site-specific cooperative gaming experience (for families, but also enjoyable solo), set in the Staffarda Abbey (Cuneo) and its village.
Matteo Pozzi, Claudia Molinari
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Updating the Spatial Activities and Videogame Survey for Use in Development Research
Childhood experiences and activities, including sports, videogames, and toys, have long been of interest in understanding cognitive development and later individual differences.
Joni M. Lakin +5 more
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HEURISTIC PRINCIPLES IN VIDEOGAMES HUDS EVALUATION
THIS STUDY AIMED TO PERFORM AN EXPLORATORY ANALYSIS ON HEURISTIC EVALUATION OF VIDEOGAMES GRAPHICAL USER INTERFACES, CORRELATING THE HEURISTIC PRINCIPLES PROPOSED BY FEDEROFF (2002), DESURVIRE, CAPLAN AND TOTH (2004) AND NIELSEN (1994) WITH THE HEADS-UP ...
Raphael Schmitz da Silva, Ricardo Triska
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This paper aims for studying the ludification phenomenon through one of its realizations: the introduction of play in the writing of fan fictions on the Internet. According to the perspective of the "play studies" (Triclot, 2011) and of the "play design"
Fanny Barnabé
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SCRUM methodology for the design of serious videogames - TUTELAGANAS
This document exposes the experience of inter-school research between the school of legal sciences and the multimedia chain, where it is intended to support learning exercises on the issue of compliance with rights through the management and processing of the guardianship action.
Saza Garzón, Ilber Dario +13 more
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